Alchemy and apothecary domain
Document maintainer: Wilco Copperjaw
Editor note: These are all copied from dev notes. A lot of work remains to be done.
Introduction
This domain contains potions, poisons, pasts, drinks, pills, etc. Mostly for the purpose of affecting a character's health or mental state. Items from this domain can make you sick or they can make you better. In addition, this domain contains the skills needed to create these items. Many of the items in this domain are fictional.
Some thoughts:
- Natural ingredients such as those extracted from plants and mushrooms are seasonal. You can only obtain these during one season. Only products that can be preserved will be available the entire year. During off-season products might be more expensive
- Every item must have some kind of effect on the body. Ingredients that don't do anything by themselves should be abstracted out.
- There should be some kind of mechanism for dosages
- Differences between races would be cool, but could very quickly complicate things
- Some drugs may be addictive, if you need them for longer periods, you can become addicted.
- It might be cool if all the items in this domain have an OC equivalent
- For the LARP it would be cool if the physreps are commonly available products, so people can recognize IC items by what they are OC
- The consumable physreps should probably be safe for OC consumption. It's just safer that way. In fact, you could even consider identifying some properties by the taste. Fizzy drinks could for instance indicate poison.
- It would be cool if some items could created in game, by actually making that product. Obviously you can't get too complicated with this stuff. But it shouldn't be too difficult to mix liquids, dissolve stuff into liquids, even making pills is quite feasible in character. Players will need to bring the ingredients and materials to make things. But it would add a very interesting dimension to the game if players could bring ingredients from which they can make multiple products, rather then if they would only bring the end product. That gives then strategic choices; do I spend this ingredient to make something to help heal injured, or do I spend it on a stimulant that helps in combat?
Illness effects (IC : OC)
- When you lose or spend a willpower, you receive Weaken 30
- Your short rest lasts 5 minutes longer
- You do not regain WP from sleeping
- You lose 1 WP when you use a short rest to restore HP
- When you receive Stumble you also receive Fall 2
- When you receive Weaken, you also receive Drain 1
- When you receive Dazed, you also receive Weaken 30
- If your maximum HP is more then 1, maximum HP is reduced by 1
- Your maximum WP is reduced by 1
- When you receive Fall, you also receive Dazed 2 the moment you stand up
- When you receive Fall, you also receive hit 1 to a leg.
- When you receive Drain, you also receive Dazed 2
- When an attack reduces your HP to 0 or less, you receive 1 extra damage.
- When you receive Dazed, you also receive Drop item 2 on your primary weapon hand
- When you receive Fall, you receive another Fall 2 the moment you stand up
- You are permanently dazed. You can spend 2 WP to ignore this effect for 5 minutes during which you become weakened instead.
- You must spend 15 minutes asleep to short rest. You must be unconscious the whole time. If you decided to wake up before the end you must become again from 0 minutes.
- When you are hit, you receive Weaken 5.
- When you receive Dazed, you also receive Stumble 2.
- You are permanently weakened. You can spend 2 WP to ignore this effect for 5 minutes.
Illness symptoms
- Throbbing headache
- Stabbing headache
- Nausea
- Stomach-ache
- Hot flashes
- Chest ache
- Diarrhoea
- Dizziness
- Vertigo
- Disequilibrium
- Light-headedness
- Anxiety
- Hallucinations
- cramp
- Heartburn
- Exhaustion
- Muscle weakness
- Fever
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